Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A hideous, putrescent, pus-filled undead carcass atop which a vile
// nest of filthy poisonous headcrabs lurks.
//
// Anyway, this guy has two range attacks: at short range, headcrabs
// will leap from the nest to attack. At long range he will wrench a
// headcrab from his back to throw it at his enemy.
//
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_motor.h"
#include "game.h"
#include "npc_headcrab.h"
#include "npcevent.h"
#include "entitylist.h"
#include "ai_task.h"
#include "activitylist.h"
#include "engine/IEngineSound.h"
#include "npc_BaseZombie.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define BREATH_VOL_MAX 0.6
//
// Controls how soon he throws the first headcrab after seeing his enemy (also when the first headcrab leaps off)
//
#define ZOMBIE_THROW_FIRST_MIN_DELAY 1 // min seconds before first crab throw
#define ZOMBIE_THROW_FIRST_MAX_DELAY 2 // max seconds before first crab throw
//
// Controls how often he throws headcrabs (also how often headcrabs leap off)
//
#define ZOMBIE_THROW_MIN_DELAY 4 // min seconds between crab throws
#define ZOMBIE_THROW_MAX_DELAY 10 // max seconds between crab throws
//
// Ranges for throwing headcrabs.
//
#define ZOMBIE_THROW_RANGE_MIN 250
#define ZOMBIE_THROW_RANGE_MAX 800
#define ZOMBIE_THROW_CONE 0.6
//
// Ranges for headcrabs leaping off.
//
#define ZOMBIE_HC_LEAP_RANGE_MIN 12
#define ZOMBIE_HC_LEAP_RANGE_MAX 256
#define ZOMBIE_HC_LEAP_CONE 0.6
#define ZOMBIE_BODYGROUP_NEST_BASE 2 // First nest crab, +2 more
#define ZOMBIE_BODYGROUP_THROW 5 // The crab in our hand for throwing
#define ZOMBIE_ENEMY_BREATHE_DIST 300 // How close we must be to our enemy before we start breathing hard.
envelopePoint_t envPoisonZombieMoanVolumeFast[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
0.2f, 0.3f,
},
};
//
// Turns the breathing off for a second, then back on.
//
envelopePoint_t envPoisonZombieBreatheVolumeOffShort[] =
{
{ 0.0f, 0.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
2.0f, 2.0f,
},
{ BREATH_VOL_MAX, BREATH_VOL_MAX,
1.0f, 1.0f,
},
};
//
// Custom schedules.
//
enum
{
SCHED_ZOMBIE_POISON_RANGE_ATTACK2 = LAST_BASE_ZOMBIE_SCHEDULE,
SCHED_ZOMBIE_POISON_RANGE_ATTACK1,
};
//-----------------------------------------------------------------------------
// The maximum number of headcrabs we can have riding on our back.
// NOTE: If you change this value you must also change the lookup table in Spawn!
//-----------------------------------------------------------------------------
#define MAX_CRABS 3
int AE_ZOMBIE_POISON_THROW_WARN_SOUND;
int AE_ZOMBIE_POISON_PICKUP_CRAB;
int AE_ZOMBIE_POISON_THROW_SOUND;
int AE_ZOMBIE_POISON_THROW_CRAB;
int AE_ZOMBIE_POISON_SPIT;
//-----------------------------------------------------------------------------
// The model we use for our legs when we get blowed up.
//-----------------------------------------------------------------------------
static const char *s_szLegsModel = "models/zombie/classic_legs.mdl";
//-----------------------------------------------------------------------------
// The classname of the headcrab that jumps off of this kind of zombie.
//-----------------------------------------------------------------------------
static const char *s_szHeadcrabClassname = "npc_headcrab_poison";
static const char *s_szHeadcrabModel = "models/headcrabblack.mdl";
static const char *pMoanSounds[] =
{
"NPC_PoisonZombie.Moan1",
};
//-----------------------------------------------------------------------------
// Skill settings.
//-----------------------------------------------------------------------------
ConVar sk_zombie_poison_health( "sk_zombie_poison_health", "0");
ConVar sk_zombie_poison_dmg_spit( "sk_zombie_poison_dmg_spit","0");
class CNPC_PoisonZombie : public CAI_BlendingHost<CNPC_BaseZombie>
{
DECLARE_CLASS( CNPC_PoisonZombie, CAI_BlendingHost<CNPC_BaseZombie> );
public:
//
// CBaseZombie implemenation.
//
virtual Vector HeadTarget( const Vector &posSrc );
bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
virtual bool IsChopped( const CTakeDamageInfo &info ) { return false; }
//
// CAI_BaseNPC implementation.
//
virtual float MaxYawSpeed( void );
virtual int RangeAttack1Conditions( float flDot, float flDist );
virtual int RangeAttack2Conditions( float flDot, float flDist );
virtual float GetClawAttackRange() const { return 70; }
virtual void PrescheduleThink( void );
virtual void BuildScheduleTestBits( void );
virtual int SelectSchedule( void );
virtual int SelectFailSchedule( int nFailedSchedule, int nFailedTask, AI_TaskFailureCode_t eTaskFailCode );
virtual int TranslateSchedule( int scheduleType );
virtual bool ShouldPlayIdleSound( void );
//
// CBaseAnimating implementation.
//
virtual void HandleAnimEvent( animevent_t *pEvent );
//
// CBaseEntity implementation.
//
virtual void Spawn( void );
virtual void Precache( void );
virtual void SetZombieModel( void );
virtual Class_T Classify( void );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
void PainSound( const CTakeDamageInfo &info );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );
void AttackHitSound( void );
void AttackMissSound( void );
void FootstepSound( bool fRightFoot );
void FootscuffSound( bool fRightFoot ) {};
virtual void StopLoopingSounds( void );
protected:
virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
virtual bool MustCloseToAttack( void );
virtual const char *GetMoanSound( int nSoundIndex );
virtual const char *GetLegsModel( void );
virtual const char *GetTorsoModel( void );
virtual const char *GetHeadcrabClassname( void );
virtual const char *GetHeadcrabModel( void );
private:
void BreatheOffShort( void );
void EnableCrab( int nCrab, bool bEnable );
int RandomThrowCrab( void );
void EvacuateNest( bool bExplosion, float flDamage, CBaseEntity *pAttacker );
CSoundPatch *m_pFastBreathSound;
CSoundPatch *m_pSlowBreathSound;
int m_nCrabCount; // How many headcrabs we have on our back.
bool m_bCrabs[MAX_CRABS]; // Which crabs in particular are on our back.
float m_flNextCrabThrowTime; // The next time we are allowed to throw a headcrab.
float m_flNextPainSoundTime;
bool m_bNearEnemy;
// NOT serialized:
int m_nThrowCrab; // The crab we are about to throw.
};
LINK_ENTITY_TO_CLASS( npc_poisonzombie, CNPC_PoisonZombie );
BEGIN_DATADESC( CNPC_PoisonZombie )
DEFINE_SOUNDPATCH( m_pFastBreathSound ),
DEFINE_SOUNDPATCH( m_pSlowBreathSound ),
DEFINE_KEYFIELD( m_nCrabCount, FIELD_INTEGER, "crabcount" ),
DEFINE_ARRAY( m_bCrabs, FIELD_BOOLEAN, MAX_CRABS ),
DEFINE_FIELD( m_flNextCrabThrowTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextPainSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_bNearEnemy, FIELD_BOOLEAN ),
// NOT serialized:
//DEFINE_FIELD( m_nThrowCrab, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::Precache( void )
{
PrecacheModel("models/zombie/poison.mdl");
PrecacheScriptSound( "NPC_PoisonZombie.Die" );
PrecacheScriptSound( "NPC_PoisonZombie.ThrowWarn" );
PrecacheScriptSound( "NPC_PoisonZombie.Throw" );
PrecacheScriptSound( "NPC_PoisonZombie.Idle" );
PrecacheScriptSound( "NPC_PoisonZombie.Pain" );
PrecacheScriptSound( "NPC_PoisonZombie.Alert" );
PrecacheScriptSound( "NPC_PoisonZombie.FootstepRight" );
PrecacheScriptSound( "NPC_PoisonZombie.FootstepLeft" );
PrecacheScriptSound( "NPC_PoisonZombie.Attack" );
PrecacheScriptSound( "NPC_PoisonZombie.FastBreath" );
PrecacheScriptSound( "NPC_PoisonZombie.Moan1" );
PrecacheScriptSound( "Zombie.AttackHit" );
PrecacheScriptSound( "Zombie.AttackMiss" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::Spawn( void )
{
Precache();
m_fIsTorso = m_fIsHeadless = false;
#ifdef HL2_EPISODIC
SetBloodColor( BLOOD_COLOR_ZOMBIE );
#else
SetBloodColor( BLOOD_COLOR_YELLOW );
#endif // HL2_EPISODIC
m_iHealth = sk_zombie_poison_health.GetFloat();
m_flFieldOfView = 0.2;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );
BaseClass::Spawn();
CPASAttenuationFilter filter( this, ATTN_IDLE );
m_pFastBreathSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_ITEM, "NPC_PoisonZombie.FastBreath", ATTN_IDLE );
ENVELOPE_CONTROLLER.Play( m_pFastBreathSound, 0.0f, 100 );
CPASAttenuationFilter filter2( this );
m_pSlowBreathSound = ENVELOPE_CONTROLLER.SoundCreate( filter2, entindex(), CHAN_ITEM, "NPC_PoisonZombie.Moan1", ATTN_NORM );
ENVELOPE_CONTROLLER.Play( m_pSlowBreathSound, BREATH_VOL_MAX, 100 );
int nCrabs = m_nCrabCount;
if ( !nCrabs )
{
nCrabs = MAX_CRABS;
}
m_nCrabCount = 0;
//
// Generate a random set of crabs based on the crab count
// specified by the level designer.
//
int nBits[] =
{
// One bit
0x01,
0x02,
0x04,
// Two bits
0x03,
0x05,
0x06,
};
int nBitMask = 7;
if (nCrabs == 1)
{
nBitMask = nBits[random->RandomInt( 0, 2 )];
}
else if (nCrabs == 2)
{
nBitMask = nBits[random->RandomInt( 3, 5 )];
}
for ( int i = 0; i < MAX_CRABS; i++ )
{
EnableCrab( i, ( nBitMask & ( 1 << i ) ) != 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns a moan sound for this class of zombie.
//-----------------------------------------------------------------------------
const char *CNPC_PoisonZombie::GetMoanSound( int nSound )
{
return pMoanSounds[nSound % ARRAYSIZE( pMoanSounds )];
}
//-----------------------------------------------------------------------------
// Purpose: Returns the model to use for our legs ragdoll when we are blown in twain.
//-----------------------------------------------------------------------------
const char *CNPC_PoisonZombie::GetLegsModel( void )
{
return s_szLegsModel;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CNPC_PoisonZombie::GetTorsoModel( void )
{
return "models/zombie/classic_torso.mdl";
}
//-----------------------------------------------------------------------------
// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
//-----------------------------------------------------------------------------
const char *CNPC_PoisonZombie::GetHeadcrabClassname( void )
{
return s_szHeadcrabClassname;
}
const char *CNPC_PoisonZombie::GetHeadcrabModel( void )
{
return s_szHeadcrabModel;
}
//-----------------------------------------------------------------------------
// Purpose: Turns the given crab on or off.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::EnableCrab( int nCrab, bool bEnable )
{
ASSERT( ( nCrab >= 0 ) && ( nCrab < MAX_CRABS ) );
if ( ( nCrab >= 0 ) && ( nCrab < MAX_CRABS ) )
{
if (m_bCrabs[nCrab] != bEnable)
{
m_nCrabCount += bEnable ? 1 : -1;
}
m_bCrabs[nCrab] = bEnable;
SetBodygroup( ZOMBIE_BODYGROUP_NEST_BASE + nCrab, bEnable );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::StopLoopingSounds( void )
{
ENVELOPE_CONTROLLER.SoundDestroy( m_pFastBreathSound );
m_pFastBreathSound = NULL;
ENVELOPE_CONTROLLER.SoundDestroy( m_pSlowBreathSound );
m_pSlowBreathSound = NULL;
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : info -
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::Event_Killed( const CTakeDamageInfo &info )
{
if ( !( info.GetDamageType() & ( DMG_BLAST | DMG_ALWAYSGIB) ) )
{
EmitSound( "NPC_PoisonZombie.Die" );
}
if ( !m_fIsTorso )
{
EvacuateNest(info.GetDamageType() == DMG_BLAST, info.GetDamage(), info.GetAttacker() );
}
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputInfo -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
//
// Calculate what percentage of the creature's max health
// this amount of damage represents (clips at 1.0).
//
float flDamagePercent = MIN( 1, inputInfo.GetDamage() / m_iMaxHealth );
//
// Throw one crab for every 20% damage we take.
//
if ( flDamagePercent >= 0.2 )
{
m_flNextCrabThrowTime = gpGlobals->curtime;
}
return BaseClass::OnTakeDamage_Alive( inputInfo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CNPC_PoisonZombie::MaxYawSpeed( void )
{
return BaseClass::MaxYawSpeed();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Class_T CNPC_PoisonZombie::Classify( void )
{
return CLASS_ZOMBIE;
}
//-----------------------------------------------------------------------------
// Purpose:
//
// NOTE: This function is still heavy with common code (found at the bottom).
// we should consider moving some into the base class! (sjb)
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::SetZombieModel( void )
{
Hull_t lastHull = GetHullType();
if ( m_fIsTorso )
{
SetModel( "models/zombie/classic_torso.mdl" );
SetHullType(HULL_TINY);
}
else
{
SetModel( "models/zombie/poison.mdl" );
SetHullType(HULL_HUMAN);
}
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
SetHullSizeNormal( true );
SetDefaultEyeOffset();
SetActivity( ACT_IDLE );
// hull changed size, notify vphysics
// UNDONE: Solve this generally, systematically so other
// NPCs can change size
if ( lastHull != GetHullType() )
{
if ( VPhysicsGetObject() )
{
SetupVPhysicsHull();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Checks conditions for letting a headcrab leap off our back at our enemy.
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::RangeAttack1Conditions( float flDot, float flDist )
{
if ( !m_nCrabCount )
{
//DevMsg("Range1: No crabs\n");
return 0;
}
if ( m_flNextCrabThrowTime > gpGlobals->curtime )
{
//DevMsg("Range1: Too soon\n");
return 0;
}
if ( flDist < ZOMBIE_HC_LEAP_RANGE_MIN )
{
//DevMsg("Range1: Too close to attack\n");
return COND_TOO_CLOSE_TO_ATTACK;
}
if ( flDist > ZOMBIE_HC_LEAP_RANGE_MAX )
{
//DevMsg("Range1: Too far to attack\n");
return COND_TOO_FAR_TO_ATTACK;
}
if ( flDot < ZOMBIE_HC_LEAP_CONE )
{
//DevMsg("Range1: Not facing\n");
return COND_NOT_FACING_ATTACK;
}
m_nThrowCrab = RandomThrowCrab();
//DevMsg("*** Range1: Can range attack\n");
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose: Checks conditions for throwing a headcrab leap at our enemy.
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::RangeAttack2Conditions( float flDot, float flDist )
{
if ( !m_nCrabCount )
{
//DevMsg("Range2: No crabs\n");
return 0;
}
if ( m_flNextCrabThrowTime > gpGlobals->curtime )
{
//DevMsg("Range2: Too soon\n");
return 0;
}
if ( flDist < ZOMBIE_THROW_RANGE_MIN )
{
//DevMsg("Range2: Too close to attack\n");
return COND_TOO_CLOSE_TO_ATTACK;
}
if ( flDist > ZOMBIE_THROW_RANGE_MAX )
{
//DevMsg("Range2: Too far to attack\n");
return COND_TOO_FAR_TO_ATTACK;
}
if ( flDot < ZOMBIE_THROW_CONE )
{
//DevMsg("Range2: Not facing\n");
return COND_NOT_FACING_ATTACK;
}
m_nThrowCrab = RandomThrowCrab();
//DevMsg("*** Range2: Can range attack\n");
return COND_CAN_RANGE_ATTACK2;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CNPC_PoisonZombie::HeadTarget( const Vector &posSrc )
{
int iCrabAttachment = LookupAttachment( "headcrab1" );
Assert( iCrabAttachment > 0 );
Vector vecPosition;
GetAttachment( iCrabAttachment, vecPosition );
return vecPosition;
}
//-----------------------------------------------------------------------------
// Purpose: Turns off our breath so we can play another vocal sound.
// TODO: pass in duration
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::BreatheOffShort( void )
{
if ( m_bNearEnemy )
{
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pFastBreathSound, SOUNDCTRL_CHANGE_VOLUME, envPoisonZombieBreatheVolumeOffShort, ARRAYSIZE(envPoisonZombieBreatheVolumeOffShort) );
}
else
{
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pSlowBreathSound, SOUNDCTRL_CHANGE_VOLUME, envPoisonZombieBreatheVolumeOffShort, ARRAYSIZE(envPoisonZombieBreatheVolumeOffShort) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific events that occur when tagged animation
// frames are played.
// Input : pEvent -
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_ZOMBIE_POISON_PICKUP_CRAB )
{
EnableCrab( m_nThrowCrab, false );
SetBodygroup( ZOMBIE_BODYGROUP_THROW, 1 );
return;
}
if ( pEvent->event == AE_ZOMBIE_POISON_THROW_WARN_SOUND )
{
BreatheOffShort();
EmitSound( "NPC_PoisonZombie.ThrowWarn" );
return;
}
if ( pEvent->event == AE_ZOMBIE_POISON_THROW_SOUND )
{
BreatheOffShort();
EmitSound( "NPC_PoisonZombie.Throw" );
return;
}
if ( pEvent->event == AE_ZOMBIE_POISON_THROW_CRAB )
{
SetBodygroup( ZOMBIE_BODYGROUP_THROW, 0 );
CBlackHeadcrab *pCrab = (CBlackHeadcrab *)CreateNoSpawn( GetHeadcrabClassname(), EyePosition(), vec3_angle, this );
pCrab->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
// Fade if our parent is supposed to
if ( HasSpawnFlags( SF_NPC_FADE_CORPSE ) )
{
pCrab->AddSpawnFlags( SF_NPC_FADE_CORPSE );
}
// make me the crab's owner to avoid collision issues
pCrab->SetOwnerEntity( this );
pCrab->Spawn();
pCrab->SetLocalAngles( GetLocalAngles() );
pCrab->SetActivity( ACT_RANGE_ATTACK1 );
pCrab->SetNextThink( gpGlobals->curtime );
pCrab->PhysicsSimulate();
pCrab->GetMotor()->SetIdealYaw( GetAbsAngles().y );
if ( IsOnFire() )
{
pCrab->Ignite( 100.0 );
}
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
Vector vecEnemyEyePos = pEnemy->EyePosition();
pCrab->ThrowAt( vecEnemyEyePos );
}
if (m_nCrabCount == 0)
{
CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );
}
m_flNextCrabThrowTime = gpGlobals->curtime + random->RandomInt( ZOMBIE_THROW_MIN_DELAY, ZOMBIE_THROW_MAX_DELAY );
return;
}
if ( pEvent->event == AE_ZOMBIE_POISON_SPIT )
{
Vector forward;
QAngle qaPunch( 45, random->RandomInt(-5, 5), random->RandomInt(-5, 5) );
AngleVectors( GetLocalAngles(), &forward );
forward = forward * 200;
ClawAttack( GetClawAttackRange(), sk_zombie_poison_dmg_spit.GetFloat(), qaPunch, forward, ZOMBIE_BLOOD_BITE );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the index of a randomly chosen crab to throw.
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::RandomThrowCrab( void )
{
// FIXME: this could take a long time, theoretically
int nCrab = -1;
do
{
int nTest = random->RandomInt( 0, 2 );
if ( m_bCrabs[nTest] )
{
nCrab = nTest;
}
} while ( nCrab == -1 );
return nCrab;
}
//-----------------------------------------------------------------------------
// Purpose: The nest is dead! Evacuate the nest!
// Input : bExplosion - We were evicted by an explosion so we should go a-flying.
// flDamage - The damage that was done to cause the evacuation.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::EvacuateNest( bool bExplosion, float flDamage, CBaseEntity *pAttacker )
{
// HACK: if we were in mid-throw, drop the throwing crab also.
if ( GetBodygroup( ZOMBIE_BODYGROUP_THROW ) )
{
SetBodygroup( ZOMBIE_BODYGROUP_THROW, 0 );
m_nCrabCount++;
}
for( int i = 0; i < MAX_CRABS ; i++ )
{
if( m_bCrabs[i] )
{
Vector vecPosition;
QAngle vecAngles;
char szAttachment[64];
switch( i )
{
case 0:
strcpy( szAttachment, "headcrab2" );
break;
case 1:
strcpy( szAttachment, "headcrab3" );
break;
case 2:
strcpy( szAttachment, "headcrab4" );
break;
}
GetAttachment( szAttachment, vecPosition, vecAngles );
// Now slam the angles because the attachment point will have pitch and roll, which we can't use.
vecAngles = QAngle( 0, random->RandomFloat( 0, 360 ), 0 );
CBlackHeadcrab *pCrab = (CBlackHeadcrab *)CreateNoSpawn( GetHeadcrabClassname(), vecPosition, vecAngles, this );
pCrab->Spawn();
if( !HeadcrabFits(pCrab) )
{
UTIL_Remove(pCrab);
continue;
}
float flVelocityScale = 2.0f;
if ( bExplosion && ( flDamage > 10 ) )
{
flVelocityScale = 0.1 * flDamage;
}
if (IsOnFire())
{
pCrab->Ignite( 100.0 );
}
pCrab->Eject( vecAngles, flVelocityScale, pAttacker );
EnableCrab( i, false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::PrescheduleThink( void )
{
if ( HasCondition( COND_NEW_ENEMY ) )
{
m_flNextCrabThrowTime = gpGlobals->curtime + random->RandomInt( ZOMBIE_THROW_FIRST_MIN_DELAY, ZOMBIE_THROW_FIRST_MAX_DELAY );
}
bool bNearEnemy = false;
if ( GetEnemy() != NULL )
{
float flDist = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
if ( flDist < ZOMBIE_ENEMY_BREATHE_DIST )
{
bNearEnemy = true;
}
}
if ( bNearEnemy )
{
if ( !m_bNearEnemy )
{
// Our enemy is nearby. Breathe faster.
float duration = random->RandomFloat( 1.0f, 2.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pFastBreathSound, BREATH_VOL_MAX, duration );
ENVELOPE_CONTROLLER.SoundChangePitch( m_pFastBreathSound, random->RandomInt( 100, 120 ), random->RandomFloat( 1.0f, 2.0f ) );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pSlowBreathSound, 0.0f, duration );
m_bNearEnemy = true;
}
}
else if ( m_bNearEnemy )
{
// Our enemy is far away. Slow our breathing down.
float duration = random->RandomFloat( 2.0f, 4.0f );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pFastBreathSound, BREATH_VOL_MAX, duration );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pSlowBreathSound, 0.0f, duration );
// ENVELOPE_CONTROLLER.SoundChangePitch( m_pBreathSound, random->RandomInt( 80, 100 ), duration );
m_bNearEnemy = false;
}
BaseClass::PrescheduleThink();
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::BuildScheduleTestBits( void )
{
BaseClass::BuildScheduleTestBits();
if ( IsCurSchedule( SCHED_CHASE_ENEMY ) )
{
SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
else if ( IsCurSchedule( SCHED_RANGE_ATTACK1 ) || IsCurSchedule( SCHED_RANGE_ATTACK2 ) )
{
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::SelectFailSchedule( int nFailedSchedule, int nFailedTask, AI_TaskFailureCode_t eTaskFailCode )
{
int nSchedule = BaseClass::SelectFailSchedule( nFailedSchedule, nFailedTask, eTaskFailCode );
if ( nSchedule == SCHED_CHASE_ENEMY_FAILED && m_nCrabCount > 0 )
{
return SCHED_ESTABLISH_LINE_OF_FIRE;
}
return nSchedule;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::SelectSchedule( void )
{
int nSchedule = BaseClass::SelectSchedule();
if ( nSchedule == SCHED_SMALL_FLINCH )
{
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
}
return nSchedule;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_PoisonZombie::TranslateSchedule( int scheduleType )
{
if ( scheduleType == SCHED_RANGE_ATTACK2 )
{
return SCHED_ZOMBIE_POISON_RANGE_ATTACK2;
}
if ( scheduleType == SCHED_RANGE_ATTACK1 )
{
return SCHED_ZOMBIE_POISON_RANGE_ATTACK1;
}
if ( scheduleType == SCHED_COMBAT_FACE && IsUnreachable( GetEnemy() ) )
return SCHED_TAKE_COVER_FROM_ENEMY;
// We'd simply like to shamble towards our enemy
if ( scheduleType == SCHED_MOVE_TO_WEAPON_RANGE )
return SCHED_CHASE_ENEMY;
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_PoisonZombie::ShouldPlayIdleSound( void )
{
return CAI_BaseNPC::ShouldPlayIdleSound();
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::AttackHitSound( void )
{
EmitSound( "Zombie.AttackHit" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::AttackMissSound( void )
{
EmitSound( "Zombie.AttackMiss" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::AttackSound( void )
{
EmitSound( "NPC_PoisonZombie.Attack" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::IdleSound( void )
{
// HACK: base zombie code calls IdleSound even when not idle!
if ( m_NPCState != NPC_STATE_COMBAT )
{
BreatheOffShort();
EmitSound( "NPC_PoisonZombie.Idle" );
MakeAISpookySound( 360.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a random pain sound.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::PainSound( const CTakeDamageInfo &info )
{
// Don't make pain sounds too often.
if ( m_flNextPainSoundTime <= gpGlobals->curtime )
{
BreatheOffShort();
EmitSound( "NPC_PoisonZombie.Pain" );
m_flNextPainSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0, 7.0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a random alert sound.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::AlertSound( void )
{
BreatheOffShort();
EmitSound( "NPC_PoisonZombie.Alert" );
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::FootstepSound( bool fRightFoot )
{
if( fRightFoot )
{
EmitSound( "NPC_PoisonZombie.FootstepRight" );
}
else
{
EmitSound( "NPC_PoisonZombie.FootstepLeft" );
}
if( ShouldPlayFootstepMoan() )
{
m_flNextMoanSound = gpGlobals->curtime;
MoanSound( envPoisonZombieMoanVolumeFast, ARRAYSIZE( envPoisonZombieMoanVolumeFast ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: If we don't have any headcrabs to throw, we must close to attack our enemy.
//-----------------------------------------------------------------------------
bool CNPC_PoisonZombie::MustCloseToAttack(void)
{
return (m_nCrabCount == 0);
}
//-----------------------------------------------------------------------------
// Purpose: Open a window and let a little bit of the looping moan sound
// come through.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
{
if( !m_pMoanSound )
{
// Don't set this up until the code calls for it.
const char *pszSound = GetMoanSound( m_iMoanSound );
m_flMoanPitch = random->RandomInt( 98, 110 );
CPASAttenuationFilter filter( this, 1.5 );
//m_pMoanSound = ENVELOPE_CONTROLLER.SoundCreate( entindex(), CHAN_STATIC, pszSound, ATTN_NORM );
m_pMoanSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_STATIC, pszSound, 1.5 );
ENVELOPE_CONTROLLER.Play( m_pMoanSound, 0.5, m_flMoanPitch );
}
envPoisonZombieMoanVolumeFast[ 1 ].durationMin = 0.1;
envPoisonZombieMoanVolumeFast[ 1 ].durationMax = 0.4;
if ( random->RandomInt( 1, 2 ) == 1 )
{
IdleSound();
}
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pMoanSound, SOUNDCTRL_CHANGE_VOLUME, pEnvelope, iEnvelopeSize );
float flPitchShift = random->RandomInt( -4, 4 );
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, m_flMoanPitch + flPitchShift, 0.3 );
m_flNextMoanSound = gpGlobals->curtime + duration + 9999;
}
//-----------------------------------------------------------------------------
// Purpose: Overloaded so that explosions don't split the poison zombie in twain.
//-----------------------------------------------------------------------------
bool CNPC_PoisonZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
{
return false;
}
int ACT_ZOMBIE_POISON_THREAT;
AI_BEGIN_CUSTOM_NPC( npc_poisonzombie, CNPC_PoisonZombie )
DECLARE_ACTIVITY( ACT_ZOMBIE_POISON_THREAT )
//Adrian: events go here
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_THROW_WARN_SOUND )
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_PICKUP_CRAB )
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_THROW_SOUND )
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_THROW_CRAB )
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_SPIT )
DEFINE_SCHEDULE
(
SCHED_ZOMBIE_POISON_RANGE_ATTACK2,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
" TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_ZOMBIE_POISON_THREAT"
" TASK_FACE_IDEAL 0"
" TASK_RANGE_ATTACK2 0"
" Interrupts"
" COND_NO_PRIMARY_AMMO"
)
DEFINE_SCHEDULE
(
SCHED_ZOMBIE_POISON_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_NO_PRIMARY_AMMO"
)
AI_END_CUSTOM_NPC()